/Engine/Plugins/Online/OnlineFramework/Source/Lobby/Public/LobbyBeaconPlayerState.h
Lightweight representation of a player while connected to the game through the lobby exists for the lifetime of a player whether they are in the lobby or not assumption that the data here doesn't change often and locks when they actually join the server
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, Config=Game, NotPlaceable) class ALobbyBeaconPlayerState : public [AInfo](API\Runtime\Engine\GameFramework\AInfo)
bool
bInLobby
Is the player in the lobby or game
TObjectPtr<AOn...
ClientActor
Reference to the beacon actor related to this player
FText
DisplayName
Visible friendly player name
FUniqueNetIdRep...
PartyOwnerUniqueId
Party owner id
FUniqueNetIdRep...
UniqueId
Player unique id